struct v2f_vertex_lit { vec2 uv; vec4 diff; vec4 spec; }; struct v2f_img { vec4 pos; vec2 uv; }; struct appdata_img { vec4 vertex; vec2 texcoord; }; struct SurfaceOutput { vec3 Albedo; vec3 Normal; vec3 Emission; float Specular; float Gloss; float Alpha; }; struct Input { vec2 uv_MainTex; vec2 uv_Illum; vec2 uv_BumpMap; }; struct v2f_surf { vec4 pos; float fog; vec4 hip_pack0; vec4 hip_screen; }; struct appdata_full { vec4 vertex; vec4 tangent; vec3 normal; vec4 texcoord; vec4 texcoord1; vec4 color; }; uniform sampler2D _BumpMap; uniform vec4 _Color; uniform sampler2D _Illum; uniform sampler2D _LightBuffer; uniform sampler2D _MainTex; uniform float _Shininess; uniform vec4 _SpecColor; uniform vec4 unity_Ambient; vec4 UnpackNormal( in vec4 packednormal ); void surf( in Input IN, inout SurfaceOutput o ); vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in vec4 light ); vec4 frag_surf( in v2f_surf IN ); vec4 UnpackNormal( in vec4 packednormal ) { vec4 normal; normal.xy = ((packednormal.wy * 2.00000) - 1.00000); normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) ); return normal; } void surf( in Input IN, inout SurfaceOutput o ) { vec4 tex; vec4 c; tex = texture2D( _MainTex, IN.uv_MainTex); c = (tex * _Color); o.Albedo = c.xyz ; o.Emission = (c.xyz * texture2D( _Illum, IN.uv_Illum).w ); o.Gloss = tex.w ; o.Alpha = c.w ; o.Specular = _Shininess; o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap))); } vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in vec4 light ) { float spec; vec4 c; spec = (light.w * s.Gloss); c.xyz = ((s.Albedo * light.xyz ) + ((light.xyz * _SpecColor.xyz ) * spec)); c.w = (s.Alpha + (spec * _SpecColor.w )); return c; } vec4 frag_surf( in v2f_surf IN ) { Input surfIN; SurfaceOutput o; vec4 light; vec4 col; surfIN.uv_MainTex = IN.hip_pack0.xy ; surfIN.uv_Illum = IN.hip_pack0.zw ; o.Albedo = vec3( 0.000000); o.Emission = vec3( 0.000000); o.Specular = 0.000000; o.Alpha = 0.000000; o.Gloss = 0.000000; surf( surfIN, o); light = texture2DProj( _LightBuffer, IN.hip_screen); light = ( -log2( light ) ); light.xyz += unity_Ambient.xyz ; col = LightingBlinnPhong_PrePass( o, light); col.xyz += o.Emission; return col; } varying vec4 xlv_FOG; void main() { vec4 xl_retval; v2f_surf xlt_IN; xlt_IN.pos = vec4(0.0); xlt_IN.fog = float( xlv_FOG); xlt_IN.hip_pack0 = vec4( gl_TexCoord[0]); xlt_IN.hip_screen = vec4( gl_TexCoord[1]); xl_retval = frag_surf( xlt_IN); gl_FragData[0] = vec4( xl_retval); }